So many weird unites , so many unites that have same purpose eg: 6 or 7 artillery unites and defenses , defenses easy to counter and dodge if rushed ... and yeah i am a noob in this mod , can someone pls explain to me how to use this faction

I would personally suggest to search up some PvP replays of ECA on YouTube. Notable ECA Players are Skitt, Mizo, and (USA)Bruce, though generally ECA plays around Howitzers and Mortar Trucks in this meta.

1) Put your defences where you know the enemy will attack from. 2) Never use defences on their own, diversity is key. You will need to have combinations of fortifications with counter units in them and specialised defences to deal with most threats3) artillery is your main way of doing damage, tanks and that are for the late game. Use pinoeers as cheap spammable artillery you can use to attack enemies out of your defences range. 4) Use howitsers and claymores for dealing with enemy counter artillery and enemy blobs5) Mortar tracks are yoru best friend, using the battlenetwork you can target down enemy buildings form the comfort of your own base. Use that to your afvantage6) Spam sec eco, its your best friend7) once you get rank 5 get your protocol and use it plus other units to push back the enemy and win. This is when you build tanks.8) you cant spam planes, so use aircraft sparingly to take out key enemy units, or to flank the enemy when their defences are all taken out.9) Minefields are also a great asset to covering exposed parts of your base and blocking enemies from reaching key areas.

Hope that helped a little

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Use field command units properly:- Worhounds are nice unit to heal various defenses at the same time instead of the dozers one at a time, plus they cost the same and are armed. It's almost obligatory to have one of those near a group of digouts with Mortar trucks inside. Now you ask: Why?Because, digouts can't resist a lot of punishment and it doesn't heal the vehicle inside, another solution for these will be the engineer outpost fortification upgrade.- Bloodhounds are great against most GLA units, only a few units like scorpions, maruaders, angry mobs (whitout canister rounds), battle bus maybe?. They're your best choice against all the pletora of GLA stealth infantry, Bomb trucks (they're slower) and defenses (BH gun is great at killing those guys) specially against camo ones.- Moles, excelent to set traps in narrow coriridors, cheap anti building/defenses (only $1000. oh, you're just too kind, Sir) and if you feel like the micro God, spam those mines around your base/supply stash and taste your enemies salty tears.

Exploit the "proximity grenades" that some ECA vehicles have (check the wiki if you need it http://generalsrotr.wikia.com/wiki/ECA_Arsenal) they are excelent against gla defenses (ram that leopard near those gun/stinger sites, say goodbye to gunners) and blob infantry like angry mobs and volunteer squads.

Master the Pandur variations (weapon change depending on the infantry inside):- Panzerfaust + Pandur: you have a relative good mobile anti vehicle IFV and an early clearing garrison option when you get the Armory Expansion upgrade.- Granadier + Pandur: default weapons as good range, but the Airburst Grenades (requires Canister Rounds upgrade) is the thing most players seeks when you want a unit that literally mow down infantry like nothing from mobs, volunteer squads, USA tankier infantry, and Russia heavy infantry.- Engineer + Pandur: not much to say, but it's always a good idea to have one of these if you don't want to waith or choose the Manticore Tank Protocol (big f**king tank that heals your vehicles).- Sniper + Pandur: another good choice against most GLA units, including those pesky buggies, they're a good choice against USA if you mix them properly wih AA units and something to deal with crusaders/paladins.- Pioneer + Pandur: a really good all around mobile artillery unit, with upgrades you can pratically do a pletora of things, from taking out infantry and russian slower tanks, infantry blobs (with Canister Mortar Rounds) and one of the most ignored choices (sadly) Tear Gas Mortar Rounds, this "debuff" firing mode is awesome, you don't really need to have 5 of these, one or two are great, specially to reduce or deny the benefits of the USA "Search and Destroy" battle plan extra range, China horde/propagando bonus, or force most artllery units like buggies to get in range of your other units like leopards. Some players ignore this mode, maybe because previously it requires to expend a GP point.

I've always wondered what happens when you put non-ECA units in the Pandur

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"It'll be a nuclear winter, this year General."

Want a little more out of ROTR? Have fun with Kirov-style bomber airships, Auroras from ZH, Updated Scud Launchers, Cryocopters for ECA and many, many balance changes to the current Public Beta with this balance patch:

Want a little more out of ROTR? Have fun with Kirov-style bomber airships, Auroras from ZH, Updated Scud Launchers, Cryocopters for ECA and many, many balance changes to the current Public Beta with this balance patch:

Master the Pandur variations (weapon change depending on the infantry inside):- Panzerfaust + Pandur: you have a relative good mobile anti vehicle IFV and an early clearing garrison option when you get the Armory Expansion upgrade.- Granadier + Pandur: default weapons as good range, but the Airburst Grenades (requires Canister Rounds upgrade) is the thing most players seeks when you want a unit that literally mow down infantry like nothing from mobs, volunteer squads, USA tankier infantry, and Russia heavy infantry.- Engineer + Pandur: not much to say, but it's always a good idea to have one of these if you don't want to waith or choose the Manticore Tank Protocol (big f**king tank that heals your vehicles).- Sniper + Pandur: another good choice against most GLA units, including those pesky buggies, they're a good choice against USA if you mix them properly wih AA units and something to deal with crusaders/paladins.- Pioneer + Pandur: a really good all around mobile artillery unit, with upgrades you can pratically do a pletora of things, from taking out infantry and russian slower tanks, infantry blobs (with Canister Mortar Rounds) and one of the most ignored choices (sadly) Tear Gas Mortar Rounds, this "debuff" firing mode is awesome, you don't really need to have 5 of these, one or two are great, specially to reduce or deny the benefits of the USA "Search and Destroy" battle plan extra range, China horde/propagando bonus, or force most artllery units like buggies to get in range of your other units like leopards. Some players ignore this mode, maybe because previously it requires to expend a GP point.

So, no love for pandur with medic/felin? Also, you forgot to mention that Bloodhounds+chaffs= USA's nightmare (and GLA's too, but a bit less brutal).

So, no love for pandur with medic/felin? Also, you forgot to mention that Bloodhounds+chaffs= USA's nightmare (and GLA's too, but a bit less brutal).

You're right about the Bloodhounds, good to stop USA from snipping your vehicles (specially arty). But those pandurs modes dont really do much. I usually like to keep my medics on foots, so the stay together with infantry without the need of babysitting them, and the default felin mode is kinda me if you have Bloodhounds which are faster, can detect stealth, use chaff and switch modes. I wish the felin mode was a AA missile launcher with a turret similiar to the roland platform, the lack of a "seeking AA" vehicle for ECA was always a pain in the ass, specially against stealth figthers and Sokols. China doesn't suffer so much from it thanks to the practically instant damage twin fangs do.